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          <h1 id="player-tool-bar">Player Tool Bar</h1>

<h2 id="layout">Layout</h2>
<ul>
<li><code>Player Tool Bar</code>
<ul>
<li><code>Status Text Field</code></li>
<li><code>Start Button</code></li>
<li><code>Pause Button</code></li>
<li><code>Run-One-Line Button</code></li>
<li><code>Run-One-Step Button</code></li>
<li><code>Stop Button</code></li>
<li><code>Reset Button</code></li>
</ul>
</li>
</ul>
<h2 id="behavior-of-player-tool-bar">Behavior of <code>Player Tool Bar</code></h2>
<p>See the example code to:</p>
<ul>
<li>complete the behavior of the buttons and <code>Status Text Field</code>.</li>
<li>The rapidly used buttons should has hotkey. At least the following buttons:
<ul>
<li>Run One Line Button</li>
<li>Run One Step Button</li>
<li>Start/Continue</li>
<li>Pause</li>
</ul>
</li>
<li>Both webservice and win-desktop applications use <a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html">LocalProjectService</a> events for monitoring <a class="xref" href="../../../../api/Hi.MachiningProcs.MachiningProject.html#Hi_MachiningProcs_MachiningProject_PacePlayer">PacePlayer</a> status changes.</li>
<li>In webservice applications, the <code>PlayerStatusService</code> subscribes to these <a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html">LocalProjectService</a> events and broadcasts status changes via <code>PlayerStatusHub</code> using SignalR for real-time communication.</li>
<li>Win-desktop applications can directly subscribe to <a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html">LocalProjectService</a> events for status updates.</li>
<li>Alter the background color of the <code>Status Text Field</code> if the status changed.
<ul>
<li>Warning style color
<ul>
<li>Running</li>
</ul>
</li>
<li>Secondary style color
<ul>
<li>Paused</li>
<li>No Project</li>
</ul>
</li>
<li>Success style color
<ul>
<li>Finished</li>
<li>Ready</li>
</ul>
</li>
</ul>
</li>
</ul>
<p>The action of <code>Reset Button</code> should be async for user experience.</p>
<div class="TIP">
<h5>Tip</h5>
<p>Use icon instead of text to the tool bar button. Run One Line Button and Run One Step Button use the same icon, use the different color to resolve them.</p>
<ul>
<li>Run One Line Button &gt; default color with green seasoned</li>
<li>Run One Step Button &gt; default color with blue seasoned</li>
</ul>
<p>The other button use the default color is enough.</p>
</div>
<h2 id="source-code-path">Source Code Path</h2>
<p>See <a href="../index.html">this page</a> for git repository.</p>
<h3 id="wpf-application-source-code-path">WPF Application Source Code Path</h3>
<ul>
<li>Play/PlayerToolBar</li>
</ul>
<h3 id="web-page-application-source-code-path">Web Page Application Source Code Path</h3>
<ul>
<li>wwwroot/player/player-tool-bar.js</li>
<li>Players/PlayerController.cs</li>
<li>Players/PlayerStatusHub.cs</li>
<li>Players/PlayerStatusService.cs</li>
</ul>
<h4 id="signalr-implementation-webapi-only">SignalR Implementation (Webapi Only)</h4>
<p><code>PlayerStatusHub</code> provides real-time player status updates, with methods <code>GetPlayerStatus()</code> and event <code>PlayerStatusUpdated</code>. <code>PlayerStatusService</code> monitors <a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html">LocalProjectService</a> events (<a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html#Hi_MachiningProcs_LocalProjectService_PacePlayer_IsRunningChangedEvent">PacePlayer_IsRunningChangedEvent</a>, <a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html#Hi_MachiningProcs_LocalProjectService_PacePlayer_IsLockedChangedEvent">PacePlayer_IsLockedChangedEvent</a>, <a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html#Hi_MachiningProcs_LocalProjectService_PacePlayer_IsFinishedChangedEvent">PacePlayer_IsFinishedChangedEvent</a>, <a class="xref" href="../../../../api/Hi.MachiningProcs.LocalProjectService.html#Hi_MachiningProcs_LocalProjectService_PacePlayer_ResetedEvent">PacePlayer_ResetedEvent</a>) and broadcasts changes via SignalR. The JavaScript component connects to <code>/playerStatusHub</code> and listens for status updates. API endpoints include <code>/api/player/start</code>, <code>/api/player/pause</code>, <code>/api/player/resume</code>, <code>/api/player/run-line</code>, <code>/api/player/run-step</code>, <code>/api/player/stop</code>, and <code>/api/player/reset</code>.</p>
<h3 id="razor-page-source-code">Razor Page Source Code</h3>
<pre><code class="lang-csharp" name="SampleCode-razor">@using Hi.Common.PathUtils;
@using Hi.HiNcKits;
@using Hi.MachiningProcs
@using Hi.MillingProcs;
@using Hi.Numerical.FilePlayers;
@inject HiNcHost hiNcHost

@{
    MachiningProject machiningProject = hiNcHost.MachiningProject;
    bool disabledByMachiningProject = machiningProject == null;
}

&lt;div class=&quot;btn-group&quot; role=&quot;group&quot;&gt;
    &lt;div class=&quot; btn-group&quot;
         data-bs-toggle=&quot;collapse&quot; data-bs-target=&quot;#player-@Tid&quot;&gt;
        &lt;button class=&quot;btn btn-outline-info text-nowrap &quot;
                disabled=&quot;@disabledByMachiningProject&quot;
                data-bs-toggle=&quot;button&quot;&gt;
            &lt;span class=&quot;me-1&quot;&gt;@Loc[&quot;Player&quot;]&lt;/span&gt;
            &lt;div class=&quot;d-inline-block&quot; style=&quot;width: 4rem&quot;&gt;
                @{
                    if (machiningProject == null) { }
                    else if (machiningProject.PacePlayer.IsRunning)
                    {
                        &lt;span class=&quot;badge text-bg-warning&quot;&gt;@Loc[&quot;Running&quot;]&lt;/span&gt;
                    }
                    else if (machiningProject.PacePlayer.IsLocked)
                    {
                        &lt;span class=&quot;badge text-bg-secondary&quot;&gt;@Loc[&quot;Pause&quot;]&lt;/span&gt;
                    }
                    else if (machiningProject.PacePlayer.IsFinished)
                    {
                        &lt;span class=&quot;badge text-bg-success&quot;&gt;@Loc[&quot;Finish&quot;]&lt;/span&gt;
                    }
                    else
                    {
                        &lt;span class=&quot;badge text-bg-primary&quot;&gt;@Loc[&quot;Unlocked&quot;]&lt;/span&gt;
                    }
                }
            &lt;/div&gt;
        &lt;/button&gt;
    &lt;/div&gt;

    &lt;div id=&quot;player-@Tid&quot; class=&quot;btn-group collapse collapse-horizontal show&quot; role=&quot;group&quot;&gt;

        @if (machiningProject == null) { }
        else if (!machiningProject.PacePlayer.IsLocked)
        {
            &lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Start&quot;] (S)&quot;
                    accesskey=&quot;s&quot;
                    disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished)&quot;
                    @onclick=&quot;StartOrContinue&quot;&gt;
                &lt;span class=&quot;oi oi-media-play me-1&quot;&gt;&lt;/span&gt;
            &lt;/button&gt;
        }
        else
        {
            &lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Continue&quot;] (S)&quot;
                    accesskey=&quot;s&quot;
                    @onclick=&quot;StartOrContinue&quot;
                    disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished||machiningProject.PacePlayer.IsRunning)&quot;&gt;
                &lt;span class=&quot;oi oi-media-play me-1&quot;&gt;&lt;/span&gt;
            &lt;/button&gt;
        }
        &lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Pause&quot;] (P)&quot;
                accesskey=&quot;p&quot;
                @onclick=&quot;Pause&quot;
                disabled=&quot;@(disabledByMachiningProject||!machiningProject.PacePlayer.IsRunning)&quot;&gt;
            &lt;span class=&quot;oi oi-media-pause me-1&quot;&gt;&lt;/span&gt;
        &lt;/button&gt;
        &lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Run One Line&quot;] (L)&quot;
                accesskey=&quot;l&quot;
                @onclick=&quot;RunToLineEnd&quot;
                disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished)&quot;&gt;
            &lt;span class=&quot;oi oi-media-step-forward me-1&quot;&gt;&lt;/span&gt;
        &lt;/button&gt;

        &lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Run One Step&quot;] (K)&quot;
                accesskey=&quot;k&quot;
                @onclick=&quot;RunToNextPace&quot;
                disabled=&quot;@(disabledByMachiningProject||machiningProject.PacePlayer.IsFinished)&quot;&gt;
            &lt;CommonRcl.Shared.CombinedIcon&gt;
                &lt;IconA&gt;
                    &lt;span class=&quot;oi oi-media-step-forward me-1&quot;&gt;&lt;/span&gt;
                &lt;/IconA&gt;
                &lt;IconB&gt;
                    &lt;span class=&quot;badge rounded-pill bg-primary-subtle text-primary-emphasis&quot;&gt;
                        step
                    &lt;/span&gt;
                &lt;/IconB&gt;
            &lt;/CommonRcl.Shared.CombinedIcon&gt;
        &lt;/button&gt;

        &lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Break&quot;]&quot;
                @onclick=&quot;@Break&quot;
                disabled=&quot;@(disabledByMachiningProject||!(machiningProject.PacePlayer.IsLocked||machiningProject.PacePlayer.IsFinished))&quot;&gt;
            &lt;span class=&quot;oi oi-media-stop me-1&quot;&gt;&lt;/span&gt;
        &lt;/button&gt;

        &lt;button class=&quot;btn btn-primary text-nowrap&quot; title=&quot;@Loc[&quot;Reset&quot;]&quot;
                disabled=&quot;@disabledByMachiningProject&quot;
                @onclick=&quot;Reset&quot;&gt;
            &lt;span class=&quot;bi bi-backspace&quot;&gt;&lt;/span&gt;
        &lt;/button&gt;
    &lt;/div&gt;
&lt;/div&gt;

</code></pre><pre><code class="lang-csharp" name="SampleCode-razor.cs">using Hi.Common;
using Hi.MachiningProcs;
using Hi.Parallels;
using Microsoft.AspNetCore.Components;

namespace HiNcRcl.Areas.Player
{
    public partial class PlayerButtonGroup : IAsyncDisposable
    {
        [Parameter]
        public string Tid { set; get; } = System.Guid.NewGuid().ToString();
        StringLocalizer Loc { get; } = new StringLocalizer(typeof(PlayerDiv));
        SemaphoreSlim DisposeSemaphore { get; } = new SemaphoreSlim(1);
        MachiningProject MachiningProject =&gt; hiNcHost.MachiningProject;
        bool disposedValue = false;
        /// &lt;inheritdoc/&gt;
        protected override async Task OnAfterRenderAsync(bool firstRender)
        {
            base.OnAfterRender(firstRender);
            if (firstRender)
            {
                using var _ = await DisposeSemaphore.EmbraceAsync();
                if (disposedValue) return;
                var machiningProject = MachiningProject;
                if (machiningProject != null)
                {
                    machiningProject.PacePlayer.IsLockedChangedEvent
                        += EnumerablePlayer_IsLockedEventHandler;
                    machiningProject.PacePlayer.IsRunningChangedEvent
                        += EnumerablePlayer_IsLockedEventHandler;
                    machiningProject.PacePlayer.IsFinishedChangedEvent
                        += EnumerablePlayer_IsLockedEventHandler;
                }
            }
        }

        /// &lt;inheritdoc/&gt;
        public async ValueTask DisposeAsync()
        {
            using var _ = await DisposeSemaphore.EmbraceAsync();
            var machiningProject = MachiningProject;
            if (machiningProject != null)
            {
                machiningProject.PacePlayer.IsLockedChangedEvent
                    -= EnumerablePlayer_IsLockedEventHandler;
                machiningProject.PacePlayer.IsRunningChangedEvent
                    -= EnumerablePlayer_IsLockedEventHandler;
                machiningProject.PacePlayer.IsFinishedChangedEvent
                    -= EnumerablePlayer_IsLockedEventHandler;
            }
            disposedValue = true;
            await ValueTask.CompletedTask;
        }

        private void EnumerablePlayer_IsLockedEventHandler(bool obj)
        {
            InvokeAsync(StateHasChanged).ConfigureAwait(false);
        }
        public async Task StartOrContinue()
        {
            await Task.Run(() =&gt;
            {
                if (!MachiningProject.PacePlayer.IsLocked)
                {
                    MachiningProject.PacePlayer.Start();
                }
                else if (!MachiningProject.PacePlayer.IsRunning
                &amp;&amp; !MachiningProject.PacePlayer.IsFinished)
                {
                    MachiningProject.PacePlayer.Resume();
                }
            }).ShowIfCatched(this);
        }
        public async Task Pause()
        {
            await Task.Run(() =&gt;
            {
                MachiningProject?.PacePlayer.Pause();
            }).ShowIfCatched(this);			
        }
        public async Task RunToLineEnd()
        {
            await Task.Run(() =&gt;
            {
                MachiningProject?.NcRunner.RunToLineEnd();
            }).ShowIfCatched(this);			
        }
        public async Task RunToNextPace()
        {
            await Task.Run(() =&gt;
            {
                MachiningProject?.PacePlayer.RunToNextPace();
            }).ShowIfCatched(this);			
        }
        public async Task Break()
        {
            await Task.Run(() =&gt;
            {
                MachiningProject?.PacePlayer.Terminate();
            }).ShowIfCatched(this);
        }
        public async Task Reset()
        {
            await Task.Run(() =&gt;
            {
                MachiningProject?.PacePlayer.Reset();
            }).ShowIfCatched(this);
        }
    }
}
</code></pre>
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